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Heat Metal
Heat Metal is a level 2 transmutation spell. This spell allows spellcasters to heat up a metal weapon or armour on the targeted creature, forcing them to let go or receive damage or suffer various penalties.
Description
Cause a metal weapon or armour to glow red-hot and force the wearer to let go or receive Disadvantage on Attack rolls and Ability Checks.
If the creature is only wearing metal armour, it always receives Disadvantage.
If the creature is still touching the metal, you can use a bonus action on subsequent turns to deal another 2d8Fire and force the creature to let go or receive Disadvantage.
Properties
- Cost
- Action + Level 2 Spell Slot
- Damage
- 2d8 (2~16) Fire
- Details
- CON Save
- Range: 18 m / 60 ft
- Concentration
At higher levels
Upcast: Casting this spell at a higher level deals an extra 1d8Fire damage for each Spell Slot Level above 2nd.Condition: Heat Metal
Duration: 10 turns
Spell save DC Constitution saving throw
- Heats up a metal weapon or armour on a creature with no save (weapon is automatically prioritized).
- Metal weapons are dropped if the creature holding it fails their initial Saving throw.
- If the creature is touching the heated metal item, they receive Disadvantage on Attack rolls and Ability Checks.
- Each subsequent turn, if the creature is still touching the metal, the spellcaster can use 2d8Fire damage, forcing the creature to pass a Saving Throw again or drop the item (if it is a metal weapon). to deal another
Condition: Heat Metal: Reapply Damage
Duration: 9 turns
Creature can reapply the damage dealt by the heated metal.
How to learn
Notes
- The bonus action cast provided by the condition receives the same upcasting damage bonus as the main cast.
External Links[edit | edit source]
- Heat metal on the Forgotten Realms Wiki